diff options
| author | Crystalwarrior <varsash@gmail.com> | 2019-09-16 01:17:13 +0300 |
|---|---|---|
| committer | Crystalwarrior <varsash@gmail.com> | 2019-09-16 01:17:13 +0300 |
| commit | 2268df7b152ac6de774d4eb8afa7ae502026b543 (patch) | |
| tree | bcd1b0a9dde3b37d4cc8536f46f4ec65049e2b6f | |
| parent | bf999f195a0be20519356644df1940cf18d905e7 (diff) | |
Update preanim_timer to follow the weird ass time_mod constant
| -rw-r--r-- | include/aocharmovie.h | 2 | ||||
| -rw-r--r-- | src/aocharmovie.cpp | 2 |
2 files changed, 3 insertions, 1 deletions
diff --git a/include/aocharmovie.h b/include/aocharmovie.h index d066a399..ec7b9522 100644 --- a/include/aocharmovie.h +++ b/include/aocharmovie.h @@ -66,6 +66,8 @@ private: QString m_emote; QElapsedTimer actual_time; + + //it will forever be a mystery who thought this time_mod system would ever be a good idea with precision-based emotes const int time_mod = 60; // These are the X and Y values before they are fixed based on the sprite's width. diff --git a/src/aocharmovie.cpp b/src/aocharmovie.cpp index 34c6c813..b795847a 100644 --- a/src/aocharmovie.cpp +++ b/src/aocharmovie.cpp @@ -164,7 +164,7 @@ void AOCharMovie::play_pre(QString p_char, QString p_emote, int duration) //not without looping through all frames in the image at least - which causes lag. So for now it simply ends the preanimation early instead. play_once = true; if (duration > 0) //It's -1 if there's no definition in [Time] for it. In which case, it will let the animation run out in full. Duration 0 does the same. - preanim_timer->start(duration); //This timer will not fire if the animation finishes earlier than that + preanim_timer->start(duration * time_mod); //This timer will not fire if the animation finishes earlier than that play(); } |
